A match made in heaven
3 January, 2008Today a colleague asked me, “what is the relationship between the prototypes and the process maps?”
Process maps are an excellent articulation of the functional requirements of an IT system. Together with process notes that elaborate on the inputs and outputs they can be a powerful indication of what people do when they do their work and, therefore, what a system needs to do to support that work.
All too often, though, analysts jump into discussions with the data analysts, systems developers and designers, to create functional- and non-functional specifications and data models … but what about the people who’ll use the system? Is the discussion with them now complete?
On a recent project I worked on, we actually had no large tomes of functional and non-functional requirements, nor use-cases. Instead, we just used process maps and prototypes, and involved the users in their development. We held weekly workshops with the users to help us come closer and closer to understanding how people currently worked, how they wanted to work, how we could improve their processes and how we could develop a system that would support their wants and needs. With each pass we improved our process maps and notes and iterated our prototypes that articulated how the system would support the people using it.
Our first pass was at a rather high-level, creating storyboards to illustrate the flow of action and information. This helped us understand where:
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there were gaps in process
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the flow of processes weren’t logical, and
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systems could help people get the job done
On subsequent peels of this proverbial onion, we developed more detailed prototypes, starting with wireframes and finishing with high-fidelity interactive HTML prototypes that brought the functional requirements to life and demonstrated the non-functional requirements of accessibility, usability, and navigability.
This combination of process maps and prototypes proved very powerful — a match made in heaven. Rather than hand system users tomes of specifications they would not read, we were able to involve them in the evolution of artefacts they could see, understand, relate to, and immediately give feedback on. They could easily say “no we don’t do it that way” and “no, we don’t want to do it that way” (which they often did) so that we could develop a system that would support them in the way they wanted their work to be supported — user-centred design in action. And because we used an agile methodology, and iterated our prototypes, we could come back to them the next week with improvements to our prototypes and demonstrate that understanding. We could then take these improvements to the developers and show the intent of the system, show them how the users wanted it to work.
This way of working has obvious benefits for change management — the end result is a system with no surprises because its users have participated in its development. This approach also means you create artefacts that people will actually use and can be easily referenced by the developers to see the ‘how’ of the system as well as its ‘what’.
… try it some time. It works.
M
Posted by magia3e









